The Flash Pro project and the Mobile project are sharing a directory that is outside of both projects (this was the workflow already established in FP, since multiple swfs share the same XML).

When I test this on my phone, it adds the XML files to the apk and everything works great. The problem I am having is that the Export Release Build does not have the XML files included, and I don't see anything in the Flash Builder interface that looks like it will allow me to add other files than the swf and the app.xml.

OK, I'm starting to get some visibility into what is happening now. The XML files are actually a secondary issue, which I haven't yet solved. But the primary issue is that when you export a release build, it doesn't pull from your swf file in the bin-debug folder, it makes a new one from your default as files (which of course does nothing, because in this instance I'm using a swf already made by Flash Pro).

At one point, I got an error, which left me with a bin-debug-temp. When I put my swf and xml files in there, I at least got the right swf into the apk (verified by changing the file extension to zip and then double-clicking the swf inside). This is not going to be a workable workflow for me long-term, so I need to figure out some way of telling it "use the swf and xml in the bin-debug folder, dummy!" I think that trying to just point it to the bin-debug folder as the src folder is how I got the error that let me put things into the bin-debug-temp file.

I also found that manually replacing the junk swf created by Flash Builder with the good file inside the apk/zip and renaming it to apk creates a file that won't install.

Debug swf and release swf are differnt ones. One is compied with the debug flags and other not. And when the packager is called the targets are also diffrerent. And it checks whether the swf is of the expected type.

If you want to add any file for packaging, ideally it should be placed in the asset folder, so that it will be copied to the bin-release-temp folder.

However if you want to generically add an external file for packaging, you can achieve the same as follows.

In the export release, proced to the second page. Select the appropriate target from the table (if you have more than one target).

Bottom of the right side screen, you will see an option as "Customize Launch..". Once clicking on the option a UI is shown and it gives an option to add "add File to Package" please provide the complete path of the file.

Alternatively, since Renaun is an Adobe employee and he is really familiar with the steps, is there any way he could be pulled into this discussion?

In Flash Builder 4.6, on the second page, I looked at all 4 tabs. None of them has a "Customize Launch" button. However, looking at this page http://help.adobe.com/en_US/flashbuilder/using/WSe4e4b720da9dedb527199b6e138eabbcce9-8000. html , I don't think that this would have any effect on what I am trying to do. What I need to have happen is that Export Release Build does not overwrite my functioning Flash Pro MyApp.swf with the "placeholder" swf it currently creates from the more or less empty MyApp.as file that sits in the project with it. In summary, the swf I am referring to is not an asset. It is the swf that should be used as the basis for the entire apk package. I don't know what other words I could use to make it clearer than that.

Thank you so much--your feedback enabled me to think through this and get to the critical piece I was missing. I've marked it helpful, because it pointed the way.

I'm not a big fan of marking one's own answers "correct," but I'm going to do that this time so that people can easily find the steps.

The mistake I was making was thinking that the "Debug on device" was not going to push out a debug AIR version, because the swf was not a debug swf.

I didn't understand that if I clicked the Run button, that this would also push a version out to the device, and that this version would not give the "waiting to connect to the debugger" message.

The whole process you get when you click "Run" is a little odd (I say this for those who have never tried it). It will install the app to the device, but doesn't launch it (I think it can't). Flash Builder then hangs in "Installing application to device." If you actually look at the screen, you will see a new download in your notifications bar, and from there you can launch the app.

Instead of clicking the "Debug" button in Flash Builder, click "Run." This makes a non-debug apk and pushes it to your phone (if your configuration allows for debugging on the device).

Additional notes: if you have xml files that are packaged into the apk file and you're using URLLoader (because the app originates as a web app), add "app:/" to the beginning of the URL string you are using. So "xml/myFile.xml" becomes "app:/xml/myFile.xml". If you need to keep your original web app logic, add a conditional on Capabilities.playerType=="Desktop."